| Post/Author/DateTime | Post |
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| #1demon_paladinJul 09, 2008 22:18:57 | I'm not sure if any one has brought this up before, but where would you put the Xenomorph (The creatures from Alien, Aliens, etc.) into Eberron? The Xeno really fits into Eberron in several places: A lost bio-weapon of the Giants (Derelict ship in Alien), Hellish creatures wiping out a human settlement in the Demon Wastes (Aliens), or maybe a creation of the Daelkyr, with a madman, such as Mordain, experimenting on and augmenting them (Alien: Resurrection). Any other ideas for inserting these killing machines into your campaign, or general opinions of how it'd go down? I'd love to hear any crazy ideas. |
| #2AmarilJul 09, 2008 22:56:10 | Kythons from Book of Vile Darkness fit the bill. They are former fiends trapped on the material plane that have adapted to the material plane and changed to aberrations. For Eberron, I determined that the daelkyr twisted them from remnant spawn of Khyber into aberrations and set them loose to wreak havoc on the Dhakaani, particularly through underground channels that breached Dhakaani temples. |
| #3factol_rhys_dupJul 12, 2008 15:18:35 | To fit the horror theme of Aliens, have the PCs encounter a grotesque, ruined fortress from the Dhakaani empire. Dormant among the ruins are still-living kythons, who awaken and try to trap the PCs for a much-prolonged death. Okay, maybe that's actually more like Alien vs. Predator (I'm actively suppressing a shudder here). But, I feel like PCs would be too paranoid to go along with a plotline such as "No one's heard from this village in the Demon Wastes. Please, go make sure they're okay." |
| #4demon_paladinJul 12, 2008 15:44:15 | To fit the horror theme of Aliens, have the PCs encounter a grotesque, ruined fortress from the Dhakaani empire. Dormant among the ruins are still-living kythons, who awaken and try to trap the PCs for a much-prolonged death. I know what you mean, I just watched AVP:R for the first time last night, and I'm still a little twitchy. The Daelkyr idea seems to be the popular one, and the most logical, but there's just something about the |
| #5mcewans_dupJul 12, 2008 17:25:04 | I ran an adventure based on Aliens and Event Horizon. Basically years ago before the war the Gnomes created an elemental airship that could gate across the planes, on its maiden voyage it disappeared and was never heard of again, this was of course deeply embarrassing for both the the Gnomes and House Lyrander and was considered the worse accident on record involving an elemental powered craft it was all covered up (hush/hush) and before blame could be leveled the last war broke. Since then it has been seen to be a footnote and warning in the history books. Then just recently it had come back...... and was lying on the ocean floor. Obviously someone needed to check it out, so because my group owed big favours to House Lyrander they were chosen to investigate ( to quote Event Horizon when they were told of the ships return one of them just said "yea well thats just b*@~#<?s"). I could have then run an adventure based just on Event Horizon but instead of the ship being possessed I choose for the ship to return with more physical passengers so then I broke into a Aliens based adventure.... |
| #6EdymnionJul 12, 2008 22:01:04 | I ran an adventure based on Aliens and Event Horizon. Basically years ago before the war the Gnomes created an elemental airship that could gate across the planes, on its maiden voyage it disappeared and was never heard of again, this was of course deeply embarrassing for both the the Gnomes and House Lyrander and was considered the worse accident on record involving an elemental powered craft it was all covered up (hush/hush) and before blame could be leveled the last war broke. Since then it has been seen to be a footnote and warning in the history books. Then just recently it had come back...... and was lying on the ocean floor. Obviously someone needed to check it out, so because my group owed big favours to House Lyrander they were chosen to investigate ( to quote Event Horizon when they were told of the ships return one of them just said "yea well thats just b*@~#<?s"). I could have then run an adventure based just on Event Horizon but instead of the ship being possessed I choose for the ship to return with more physical passengers so then I broke into a Aliens based adventure.... Sounds like a blast. Especially if you toss in some rules for damaging the hull. Make slamming people against the wall or a stray magical blast risk having the water come pouring in, could make for some very tense fights. |
| #7demon_paladinJul 12, 2008 23:16:04 | Sounds like a blast. Especially if you toss in some rules for damaging the hull. Make slamming people against the wall or a stray magical blast risk having the water come pouring in, could make for some very tense fights. Secohded on that one, Edy. Throw in some narrow corridors, and maybe risk hitting the khyber shard holding the bound elemental, and that would make it bona fide Aliens marerial. |
| #8mcewans_dupJul 13, 2008 7:39:59 | It was great fun. By the way here's a link to the map I used: (warning/ it's big!!) http://www.dundjinni.com/forums/forum_posts.asp?TID=1350&KW=Airship Please feel free to use my idea yourselves. Have fun. |
| #9demon_paladinJul 13, 2008 22:25:16 | It was great fun. By the way here's a link to the map I used: (warning/ it's big!!) I just may. Even if I don't, I'll be sure to use that map. I love airship combat. |
| #10rocksa13Jul 21, 2008 0:54:07 | How about if the ship is run by an air elemental? Or even better, if the air elemental was somehow internal, meaning that the binding struts and everything are on the inside, and this is the only thing keeping the hull pressurized at the bottom of the ocean. Somebody hits one of the binding struts and damages it just enough that the elemental is able to start breaking free, should take a day or two, and once free it will no longer be able to keep the hull pressurized, and the whole place will crush in on itself. Now the problem is that the submersible that the party used to get to the crashed ship has been destroyed by the Kytons, and they are unable to get in contact with their airship that waits above them to have them send another submersible for retrieval. The party must now, at this point, find a place to hole up while they send their warforged companion to sneak to the communications room of the ship, either that or fight their way through innumerable kytons to get their themselves. Everything culminates in a fight with a slaughterking (don't have the book on hand but I think that's what the biggest kytons were called) in the cargo bay of the airship. Or maybe that all just sounds stupid, I dunno. I really have been trying to find a way to run Aliens in Eberron, but I never could think of a valid way to have the PC's stranded somewhere that's about to be destroyed. Well, until now. Thanks for the idea about the ship at the bottom of the ocean. |
| #11mystrichJul 21, 2008 1:38:20 | I think it would be better if suddenly at the end, instead of imploding, the PCs are sent to a plane, perhaps even Xoriat if you feel they're high enough level (which would be the homeplane of the Kythons and many things more dangerous). Not to say other planes wouldn't work either though, Thelanis seems especially deadly after I read the other thread about how people are running it. |
| #12rocksa13Jul 22, 2008 14:16:27 | How about this. After the event that created the Mournland, and the loss of several key research facilities, the leaders of The Twelve decide to band together and create a sort of safe haven/secure research facility. The basic idea is that members of the dragonmarked houses will have a safe place to live in the event that war breaks out again, and that such a place should be safe from another mourning event, should one take place, and that the people living here would be able to repopulate the world. Basically it's a big fallout shelter. They choose a site off the coast of Xen'drik, deep beneath the waves, in an area that oddly lacking in underwater life, almost as if everything knows to avoid this area. The facility is built partly into the nearby undersea caverns, and several magic items are built into the structure that prevent the place from being detected, scryed, teleported into or out of, or have messages sent to or from freely (there'll be specific areas where messages can be sent in the facility), and the whole place will basically just be completely cut off and isolated. The main entrance is located on an artificial island above, it's a small bathysphere that can transport up to 12 people at a time. There's also a few docking ports for undersea ships to bring supplies into and out of. At the time that the campaign begins the facility is completed and in full swing, the researchers here are somewhat freed of the morals that their experiments had to adhere to on the surface, and this has resulted in several breakthroughs for the dragonmarked houses. Everything seems to be going swimmingly, and the last communication from the base revealed what could be the biggest boon to them yet. While excavating some of the surrounding caverns to make room for a new research lab, workers broke through into a larger cave system that, upon exploration, led them to a derelict airship that was still seemingly completely intact and brimming with magical energy. The last message stated that the leaders of the facility had begun sending search parties into the ship, believed to have been created by the giants themselves, to retrieve the artifacts still held within. Communications suddenly ceased after that, and all attempts to contact the facility have yielded nothing. The Twelve attempted to send in a search party of their own through the bathysphere, but they too have seemingly dissapeared, and even more strangely, the bathysphere has been locked at the facility, leaving undersea ships as the only means of getting into the base. The Twelve, still desperate to find out what happened to their precious base, but unwilling to risk losing anymore of their own men, decide to send in a team of mercenaries (the pc's) along with a few specialists. An undersea ship is dispatched and the group quickly reaches the base only to find that the docking ports are damaged enough that they'll have to rely on using the launches (like the ones for the airships except, you know, underwater) to access the base. The facility itself is a marvel of modern engineering, it makes extensive use of bound elementals for everything from heating and airconditioning, to lighting, power, air circulation, and water control. The PC's will be suprised to find out that the entire facility relies on a bound omnimental to keep things running. The group explores the facility and finds no signs of the researchers. A few random log books details strange discoveries on the derelict ship, such as large egglike stones that were brought back for study. Eventually the PC's find some markings left by the previous rescue team that should point them to the large khyber shard that holds the omnimental. It's here that the group first encounters the kythons and they end up damaging the khyber shard that holds the omnimental. The elemental is still bound, but it's only a matter of time before it breaks free, and with it breaking free it will in turn free every bound elemental in the facility, and the results will be nothing less than the total destruction of the base, if not a rip in reality itself leading to some random plane. The PC's will end up having to find a way out of the base. They must either contact the undersea ship to have them send the launches back to them (they were taken back just in case the team was comprimised early) or find a way to the bathysphere and up to the surface where they can contact the ship freely. Now comes the hard decisions. Does the team try to grab what they can on the way? Do they get research logs over artifacts? Or do they simply try to make their way out, not chancing it on getting things. Either way everything should culminate in a fight with a slaughterking aboard their ship. |
| #13mystrichJul 26, 2008 2:11:25 | Ok, so this is my first time attempting modifying a monster, so don't go too hard. I weakened the black dragonspawn and then made it a solo, since it's powers fit decently well with the aliens. I changed a few powers around. Go easy. Xenomorph Level 8 Solo Lurker Medium Aberrant Humanoid (Reptile) Initiative +15 Senses Perception +8; darkvision HP 332; Bloodied 166 AC 22; Fortitude 20, Reflex 21, Will 14; see also gloom Resist 15 acid; +5 Saving Throw Speed 8, climb 8 (spider climb); see also mobile melee attack AP: 2 Bite (standard; at-will) ✦ Acid +13 vs. AC; 2d8 + 3 damage, and ongoing 5 acid damage (save ends) Tail (standard; at-will) ✦ Acid Reach 2; +13 vs. AC; 2d8 + 3 damage, and ongoing 5 acid damage (save ends) Goring Charge (standard; at-will) The Xenomorph makes a charge attack; +13 vs. Fortitude; 2d8 + 3 damage, the target is knocked prone, and the Xenomorph makes a bite attack against the same target. Mobile Melee Attack (standard; at-will) The Xenomorph can move up to half its speed and make one melee basic attack at any point during that movement. The creature doesn’t provoke opportunity attacks when moving away from the target of its attack. Acidic Blood (when first bloodied and again when the Xenomorph is reduced to 0 hit points)) ✦ Acid Closeburst 3; +11 vs. Reflex; 2d6 + 3 Acid Damage Coccun (standard; daily) ✦ Acid, Charm Area burst 2 within 10; +15 vs. Reflex; The target takes Ongoing 5 acid damage unless it can escape the web (Escape DC 28). Any creature reduced to 0 hit points or less will transform itself into an egg, which has 10% chance of holding a queen. Adaption If the Xenomorph does not move on its turn, it's dark chiton adapts to the shadows around it, and grant concealment until the beginning of its next turn. Alignment Chaotic Evil Languages — Skills Stealth +20 Str 22 (+14) Dex 24 (+15) Wis 10 (+8) Con 18 (+12) Int 2 (+4) Cha 8 (+7) Tactics: The Xenomorph is an incredibly deadly creature, and hunts just for the reason of killing. The creature will hide and wait, and then relentlessly assault it's opponents. While a solo creature, under the rally of a queen, the creatures will swarm. While usually unable to breed alone, soldiers in extreme situations can entrap a creature in it's coccun to attempt to tranform the creature into another Xenomorph. Xenomorph Lore: DC 20: Xenomorphs are a strange creature, of an unknown origin. They live only to hunt and breed, and are some of the most dangerous of all creatures to be found in the world. DC 25: Xenomorph's cannot speak, but on the rare occasions many are in one place and someone has lived to tell about it, they hunt with an uncanny tactics and abilities. They're tails and bite are coated with a powerful acid that is also found in their blood, and so even killing one can lead to certain death. DC 30: Xenomorphs have a fast breeding process, taking hours to reach adulthood. Although it is also difficult for them to finish this process and their eggs can enter a state of hybernation to keep ready until conditions are suitable. Rumors say the creatures were created as a living weapon through dark rituals, and brought to Eberron from beyond the material plane. DC 35: Only the female queen of the aliens can reproduce, laying hundreds of eggs at once, each which needs a host victim to survive, killing the host in the process. After this the creature changes in mere hours, stealing features of it's host to make it perfectly adaptable. The plane of Xoriat is said to be the only possible source of these, as nothing sane could produce such evil. |
| #14mystrichJul 31, 2008 22:51:40 | No comments? Good? Bad? Horrible? Over/under powered? |
| #15demon_paladinJul 31, 2008 23:42:22 | Sorry, Mystrich. I'm 3.5 only. I've no idea what I'm looking at rules-wise. I'm sure it's lovely, though. |